Armory In Start Base
trav
Join Date: 2002-11-06 Member: 7417Members
<div class="IPBDescription">good idea or not?</div> am i crazy, or is building an armory in your first base a really bad idea?
i guess i can't comment on clan games as i've only commanded on pub servers, but it seems to me that there are several obvious disadvantages
1: that 25 could be much better spent somewhere else
2: if badly placed that armory could give the aliens something to hide behind and dodge turret fire
3: all the noobs in the server will sit at it long enough for 5X their ammo need only to die on their first clip
4: it lines up marines nicely for a headbite
i mean, free ammo is good and all, but isn't it more important for your marines to be out there helping set up that crucial hive sub-base? i mean the only way i've had my marines really run into ammo troubles is when they charge off to take on a cluster of offensive chambers solo (always a bad idea)
what do you guys think? more importantly, what do you do?
i guess i can't comment on clan games as i've only commanded on pub servers, but it seems to me that there are several obvious disadvantages
1: that 25 could be much better spent somewhere else
2: if badly placed that armory could give the aliens something to hide behind and dodge turret fire
3: all the noobs in the server will sit at it long enough for 5X their ammo need only to die on their first clip
4: it lines up marines nicely for a headbite
i mean, free ammo is good and all, but isn't it more important for your marines to be out there helping set up that crucial hive sub-base? i mean the only way i've had my marines really run into ammo troubles is when they charge off to take on a cluster of offensive chambers solo (always a bad idea)
what do you guys think? more importantly, what do you do?
Comments
most of the time marines are really hurting for ammo when far away from home. that usually means that walking back would take them badly out of position anyway.
and anyway, who has seen a marine last long enough to empty all his clips and not be thoroughly dead? (it happens once in awhile... but as a general rule, VERY RARELY)
but get an armory in later... it helps for HMGs and GLs...
If it's a long way to the nearest Hive, and you think you're going to be dropping more than 12 ammo boxes, build an armory. Ammo and health drops can add up really fast.
Most of the time, I don't build an armory in my main base. I think it's much better spent on an Observatory so I can upgrade motion tracking ASAP and get some scanner sweeps done.
If you plan on relocating immediately, fine. Wait until you set up shop in a hive location and put the Armory there. It's always a good idea to have one quickly because as Flatline said, it only takes 12 ammo drops to equal 1 Armory.
Personally, i like shotguns <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Trying knifing it. They don't fight back. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
afaik, they don't really try to get in your way all THAT much. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I gotta admit i have been laying them more recently, but still never in the first base. Usually as soon as two turrets are up in hive.
and elrick, how do you survive long enough to get a second command up without turrets at base? everytime i've seen someone try that the base has been overrun by skulks real quick or the command chair and spawns get chewed
just let all marines rush a empty hive and build all the stuff there
if you want mines to fort up a resource with cheaply, again an armory.
if you want shottys to stop skulk raids, armory.
if you want to keep troops happy, armory.
if you are gonna bug out fast, put a CC elsewhere, RUN and hide.
Important tip about the location of your armories, if you place them in certain angles, during the mid-game where at least one Fade will attack your base your troops will take a beating while trying to get ammunition. The odd part about this is that people don't consider that they basically <b>don't</b> need more than two clips when defending a light base attack and insist on getting full ammo before running outside. To each their own, but location, location, location.
I enjoy the Shotgun very much as well.
i guess i can't comment on clan games as i've only commanded on pub servers, but it seems to me that there are several obvious disadvantages
1: that 25 could be much better spent somewhere else
2: if badly placed that armory could give the aliens something to hide behind and dodge turret fire
3: all the noobs in the server will sit at it long enough for 5X their ammo need only to die on their first clip
4: it lines up marines nicely for a headbite
i mean, free ammo is good and all, but isn't it more important for your marines to be out there helping set up that crucial hive sub-base? i mean the only way i've had my marines really run into ammo troubles is when they charge off to take on a cluster of offensive chambers solo (always a bad idea)
what do you guys think? more importantly, what do you do?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
your marines will not be able to fend off a second skulk rush without ammo.
some solutions to your objections:
- don't place the armory badly
- tell the newbies not to fully load up on ammo that first time (which is likely to be interrupted by a second rush anyway)
- place a second armory when you can afford it
After the rush, my marines can push out, and I can have 1-2 stay back and defend the base. If marines are outside the base, odds are they will be attacked and not the base. And as we all know, a marine is better than a turret generally. 2 marines in base will probably do better than 5 turrets. So keep two marines around and near base to defend, and send another squad out, fully stocked with ammo.
Build the turret factory when you have spare resources, I find it is more important for the marines to push out early and take the nearby resource points. If you stay in your base and slowly build up turrets, the aliens will just sit back and take all the resource nodes, and will have that second hive up before you know it.
Drop that armory, let them fill up and defend the rush, then push out! The sounds of marines outside will draw the skulks away from base (and you should have at least one defending and building anyways), and 4-5 marines shooting at a skulk rush should result in skulk paste.
Ravlen
If you've got a team of great-shot marines, the armory is a more economical bet than a turret factory. Of course, most marines tend to all crowd around the armory and load up at the same time, so any skulk rush during that period is disastrous.
1) Spawn and rush to an open hive location.
2) Build base there.
Something like that?
In --EVERY-- game I have played, their isn't much time to get moving before the inevitable skulk rush hits. So the skulks show up and see an empty base. Want to know how fast your command chair will last? Furthermore, the odds of your troops surviving on their way to a hive without meeting a skulk on the way is quite low.
Sorry man -- until I see proof that your "base without buildings" theory would survive 3 minutes, its just newby BS.
And see how long you last in the Command Chair when you tell your troops that you don't plan to build a portal until they secure a different hive. Mandatory ejection, I think.
i agree with monk. you should make an armory at base and then make those cheapo phase gates at all of your outposts. it makes for quick movement and you only need one armory that way. after all youre gonna need an armory somewhere so you can get all the cool upgrades.